[@Ever Faithful] Not a GM, but I'll chime in (hopefully helpfully). To preface. The GMs have been a little busy, but I've got the go-ahead to offer some advice. Most of the RP activity is in the discord server presently, so I've been privy to viewing the musings and concerns regarding your character. The TLDR, I suppose, to preface, is that Szarlota doesn't so much need an outright rework as she does a fair bit of expansion in several areas. [hider=Personality] To lead off, while there was some head-scratching over Szarlotta's personality, it was nothing that couldn't be shrugged off. Honestly, the only problems that were voiced with her personality that I could see are rooted in her backstory. Namely, that there's basically zero explanation for what made her the kind of person she is. Personally, I think your character is fairly simple in concept when one thinks about it. In short, she's a pathological hypocrite, which is definitely an interesting and fairly unique route to take. But my opinion aside, there's really no hint as to how and why she became like that. In short, her personality section would normally feel fairly sufficient, but with her backstory as it is, she lacks much depth. A little more fleshing out of the personality section certainly wouldn't go awry. Like, for example, maybe you could include something about how she treats the "hero" business or what sort of persona she wears while in costume compared to her civilian one (assuming there's any notable difference). [/hider] [hider=Backstory] Probably the part of the sheet that competes for most concern alongside the power, largely because the problems with the backstory effect the rest of the sheet by proxy, specifically the personality, Trigger and, subsequently, Powers themselves. While there's not really a maximum backstory length, there is an expectation of a decently sized one of several paragraphs at minimum, which I will most certainly grant you, you do have. However, what you have chosen to expend the wordcount on within those paragraphs has been generally considered by the GMs as unimportant fluff that doesn't really impact the character in a manner that explains who she is and how she became how she is. There is far too much focus on Szarlota's distant family history, none of the information conveyed within actually being used to personally impact Szarlota's worldview. We learn almost nothing about her home and civilian life. We see nothing about her troubles and triumphs. We don't get any hints as to what path she has personally walked in life and who/what she's encountered to twist her into the contradictory person she is presently. We get some hints about her personal life in her skill section, how she's a musician and was trained in gun handling (by who and for what purpose?), and that she's very good at moving around quietly (what reasons would she have needed to become skilled in such a thing?). But in practice, all we really know about her civilian life is that she has sisters, was raised her grandparents, has absent parents and that grandparents have a lot of old antiques. There's nothing about her school or social life, which are notable absences given how she turned out. Because honestly, how does someone like Szarlota result from being raised by seemingly kindly grandparents? [/hider] [hider=Trigger Event] This is tied into the backstory, but it's significant enough that I felt it deserved its own section. If you have read the OOC OP or otherwise have a good grasp of the Worm setting, then you will know that the way people obtain powers is through crisis and mental distress, which is what largely contributes to the grimdark of the setting. Because the only people with the power to change the world are those who have undergone a mental crisis and a decent amount of misfortune, which isn't exactly conductive to making them the most likely to be altruistic sorts. Hence, villains tend to outnumber heroes 3-1. Preface aside, Szarlota doesn't seem to have a Trigger event, which is a necessity. There's no real hint at what point in her life she has experienced real troubles, particularly mental crisis. Her personality suggests a fairly mentally unhealthy environment, but there's no clues as to what the contributing factors are. This once more comes back to her anorexic backstory when it comes to her personal life. We've no real hint as to her drives, dreams and hopes for the future. We've no displays of overt misfortune or other build-up that slowly pushed her down until she reached the end of her rope, not even in the sense of an abrupt series of unfortunate events that rapidly stressed and potentially cracked or broke her worldview. The only thing I can see here that [i]might[/i] (and oh, how I stress the word) qualify as a Trigger would be when she put on the mask, but most definitely not on its own. That moment feels like it should be the culmination of something, except that we don't see any hints as to what the build-up was. While the act of putting on the mask, itself, is a pretty weak-sauce Trigger and not fitting to Worm, given the right level of context, it could absolutely work... It just wouldn't work for her current powerset. There's basically no relation to the act and the resulting powers at all. And again, this assumes that the moment she put on the mask was when she got powers. So, in short, you need a Trigger event worth writing home about. Trigger events are a big deal, so at the least, a reader should be able to easily identify where one occurred even if the "crisis point/culmination" event itself were to be redacted entirely. The backstory needs the addition of some level of build-up to what briefly broke Szarlota. You don't have to put the Trigger Event on the sheet publicly, but it should be obvious where it would be located if it were conveyed. At your discretion, it can be kept between you and the GM(s) starting out if and until it might recieve a focus in-character. Whatever Trigger you grant her should also have at least some basic, comprehensible reasoning behind why the "crisis" in question merited the formation of the particular powers that it did. If you're having any trouble thinking of something more intensive or need some inspiration guidelines, here's a link to the Worm wiki and the power categories. Each one has a list of the common themes of related Trigger events. You don't have to use them as an absolute rule, but they make good guidelines. I'll be sure to link all the classification archetypes that currently relate to her present powers as well. [url]https://worm.fandom.com/wiki/Power_Classifications[/url] [url]https://worm.fandom.com/wiki/Brute[/url] [url]https://worm.fandom.com/wiki/Mover[/url] [url]https://worm.fandom.com/wiki/Stranger[/url] [url]https://worm.fandom.com/wiki/Master[/url] [/hider] [hider=Powers] Her powers are one of the things that concerned the GM the most, but not exactly for the reasons you perhaps might think. To quote Mintz: [i]"it's an ability that removes all stakes in battle for this individual, while also making them completely useless for said battles. Not a great angle to have...."[/i] Won't lie, the GM doesn't like this powerset in general. Not sure if it's a gut feeling on their part or only the aforementioned aspects, but I would definitely consider some possible alternative powersets if this one does end up getting a definitive "no" in the end. Other than that, one of the reasons the GM dislikes this power is that there's no elaboration on the conditions under which such a power would manifest. Namely, as mentioned above, the Trigger Event or at least the buildup to one. That basically summarizes it. There's not enough detail on her power, and in some places it's outright detrimentally vague. It means she feels pretty much unthreatened in any given situation while ensuring she's also mostly useless on an actual practical level. She's basically just a normie that respawns, and her power implies she gets yeeted far away from the battlefield and anywhere that would let her rejoin the conflict and be a practical asset. As a dissection of her power's vagueness, I'll pose several questions about it: [u][b][i]Szarlota can fake her own death to avoid detection and escape.[/i][/b][/u] Interesting wording using "can". Does that mean her power needs conscious effort to activate? Or is it passive? [u][b][i]Whether it's being killed by bullets or crushed to death, she will simply reappear in a completely different area,[/i][/b][/u] This somewhat implies it's a passive, automatic defense. Also, should probably be noted how fast the "respawn" occurs, whether or not there's any sort of range limit, cooldown or other form of "cap" to what it can do or recover from. Does it recover her entirely to pristine condition, or does it undo only the killing blow(s) and leave her in a stable, mostly functional condition? [u][b][i]undeterred and unsuspected, while leaving behind a corpse that would inevitably disappear without a trace.[/i][/b][/u] "Unsuspected" is slightly presumptuous wording, given that unless there's an actual mental affect backing this, the decoy corpse is only going to fool someone once, maybe twice if they're particularly dense. On the note of the corpse, it'd be worth noting how "real" said corpse is and how long the decoy actually sticks around. Heck, it would be worth noting if it disappears suddenly or slowly fades/crumbles away. [u][b][i]Szarlota can even reawaken in the last bed she slept in after she got killed as if she was respawning from a last save location in a video game. All items not stored in her clothes or in her hands will not reappear upon recovery and must be physically regained.[/i][/b][/u] And here lies the crux of why her power is considered functionally useless when it comes to being an asset to the team. If she's always taken back to the last place she slept, then that will basically kick her out of any conflict in a manner she can't really come back from in a decent time period. Again, there's the wording of "can", however. Does she have to respawn in the last place she slept? What about if someone destroyed the last place she slept? Or will anywhere within a certain distance do? Does she have any level of control over where she'll appear? Could she reappear closer to a fight? Her backstory somewhat implies that she can. If so, that's a whole other can of worms. Power fine details aside but related, while her power does have some Stranger leanings, that would definitely not be its primary rating based on its function. The "Stranger" aspect would be graded on the secondary, almost incidental capacity to fake her death. The main feature would be some manner of Brute/Mover power due to the survivability aspect and the ability to get out of dodge. So, she'd be a Brute/Mover/Stranger with a tiny smidge of Master for the Dead Ringer corpses. If I had to put a numerical rating on her? It's difficult, since the Brute and Mover are almost integrally intertwined. Her Brute rating is both extremely high due to functional immortality while also being functionally super low in terms of being an actual practical threat on its own in an immediate sense of "combat assets". Her Mover power is the real gem, but its limits are undefined, as is the degree of control over it that she may or might not have. [hider=Basic Power Rating Analysis According to the Present State of the Ability] Brute 3/Mover 5/Stranger 2/Master 1 Brute: While the power is functionally useless in aiding in winning immediate combat, it can let the user outlast pretty much anyone, given time and persistence. No normal person can keep fighting forever against an infinitely respawning foe, so eventually, the power would win by attrition. Still counterable as easily as having a second person to watch your back, to sleep in shifts, if nothing else. Between this and the way the Mover power seems to function, this looks like a far less practical Alabaster. Rating may be subject to increase, depending on how much control over the location of the "respawn" Szarlota has. Mover: Variable effectiveness? Limits and her capacity to control her destination are unclear, but at the least, depending on the range, it makes containment functionally impossible due to teleportation by death. Suicide while captive can free the user from just about anywhere in theory. Can, of course, be countered by just not fighting them with lethal force and otherwise preventing them from being able to commit suicide. Stranger: Unless the "unsuspected" description is remarkably literal and not just a play on words, this power will work all of once, maybe twice, before only the truly dense don't catch on to the truth and start ignoring the decoys. Therefore, very low rating. Anyone with an IQ above room temperature can handle it. Master: Creates temporary corpses that do nothing but look pretty. Supernatural but functionally useless without some shenanigans. [/hider] [/hider]